diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/glsl/ir_uniform.h | 27 | ||||
-rw-r--r-- | src/glsl/link_uniform_initializers.cpp | 25 | ||||
-rw-r--r-- | src/glsl/link_uniforms.cpp | 126 | ||||
-rw-r--r-- | src/glsl/tests/set_uniform_initializer_tests.cpp | 10 | ||||
-rw-r--r-- | src/mesa/main/mtypes.h | 22 | ||||
-rw-r--r-- | src/mesa/main/uniform_query.cpp | 24 | ||||
-rw-r--r-- | src/mesa/main/uniforms.c | 11 | ||||
-rw-r--r-- | src/mesa/program/ir_to_mesa.cpp | 15 | ||||
-rw-r--r-- | src/mesa/program/sampler.cpp | 20 |
9 files changed, 167 insertions, 113 deletions
diff --git a/src/glsl/ir_uniform.h b/src/glsl/ir_uniform.h index 30e6f260d75..8198c481983 100644 --- a/src/glsl/ir_uniform.h +++ b/src/glsl/ir_uniform.h @@ -99,15 +99,24 @@ struct gl_uniform_storage { */ bool initialized; - /** - * Base sampler index - * - * If \c ::base_type is \c GLSL_TYPE_SAMPLER, this represents the index of - * this sampler. If \c ::array_elements is not zero, the array will use - * sampler indexes \c ::sampler through \c ::sampler + \c ::array_elements - * - 1, inclusive. - */ - uint8_t sampler; + struct { + /** + * Base sampler index + * + * If \c ::base_type is \c GLSL_TYPE_SAMPLER, this represents the index + * of this sampler. If \c ::array_elements is not zero, the array will + * use sampler indices \c ::sampler through \c ::sampler + + * \c ::array_elements - 1, inclusive. + * + * Note that the index may be different in each shader stage. + */ + uint8_t index; + + /** + * Whether this sampler is used in this shader stage. + */ + bool active; + } sampler[MESA_SHADER_TYPES]; /** * Storage used by the driver for the uniform diff --git a/src/glsl/link_uniform_initializers.cpp b/src/glsl/link_uniform_initializers.cpp index 836a360fafd..54d9bf1f528 100644 --- a/src/glsl/link_uniform_initializers.cpp +++ b/src/glsl/link_uniform_initializers.cpp @@ -138,8 +138,16 @@ set_uniform_initializer(void *mem_ctx, gl_shader_program *prog, } if (base_type == GLSL_TYPE_SAMPLER) { - for (unsigned int i = 0; i < storage->array_elements; i++) { - prog->SamplerUnits[storage->sampler + i] = storage->storage[i].i; + for (int sh = 0; sh < MESA_SHADER_TYPES; sh++) { + gl_shader *shader = prog->_LinkedShaders[sh]; + + if (shader && storage->sampler[sh].active) { + for (unsigned i = 0; i < storage->array_elements; i++) { + unsigned index = storage->sampler[sh].index + i; + + shader->SamplerUnits[index] = storage->storage[i].i; + } + } } } } else { @@ -148,8 +156,17 @@ set_uniform_initializer(void *mem_ctx, gl_shader_program *prog, val->type->base_type, val->type->components()); - if (storage->type->is_sampler()) - prog->SamplerUnits[storage->sampler] = storage->storage[0].i; + if (storage->type->is_sampler()) { + for (int sh = 0; sh < MESA_SHADER_TYPES; sh++) { + gl_shader *shader = prog->_LinkedShaders[sh]; + + if (shader && storage->sampler[sh].active) { + unsigned index = storage->sampler[sh].index; + + shader->SamplerUnits[index] = storage->storage[0].i; + } + } + } } storage->initialized = true; diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp index d457e4d0cd9..04218be7ac9 100644 --- a/src/glsl/link_uniforms.cpp +++ b/src/glsl/link_uniforms.cpp @@ -263,15 +263,19 @@ public: parcel_out_uniform_storage(struct string_to_uint_map *map, struct gl_uniform_storage *uniforms, union gl_constant_value *values) - : map(map), uniforms(uniforms), next_sampler(0), values(values) + : map(map), uniforms(uniforms), values(values) { - memset(this->targets, 0, sizeof(this->targets)); } - void start_shader() + void start_shader(gl_shader_type shader_type) { + assert(shader_type < MESA_SHADER_TYPES); + this->shader_type = shader_type; + this->shader_samplers_used = 0; this->shader_shadow_samplers = 0; + this->next_sampler = 0; + memset(this->targets, 0, sizeof(this->targets)); } void set_and_process(struct gl_shader_program *prog, @@ -335,8 +339,37 @@ public: int ubo_block_index; int ubo_byte_offset; bool ubo_row_major; + gl_shader_type shader_type; private: + void handle_samplers(const glsl_type *base_type, + struct gl_uniform_storage *uniform) + { + if (base_type->is_sampler()) { + uniform->sampler[shader_type].index = this->next_sampler; + uniform->sampler[shader_type].active = true; + + /* Increment the sampler by 1 for non-arrays and by the number of + * array elements for arrays. + */ + this->next_sampler += + MAX2(1, uniform->array_elements); + + const gl_texture_index target = base_type->sampler_index(); + const unsigned shadow = base_type->sampler_shadow; + for (unsigned i = uniform->sampler[shader_type].index; + i < MIN2(this->next_sampler, MAX_SAMPLERS); + i++) { + this->targets[i] = target; + this->shader_samplers_used |= 1U << i; + this->shader_shadow_samplers |= shadow << i; + } + } else { + uniform->sampler[shader_type].index = ~0; + uniform->sampler[shader_type].active = false; + } + } + virtual void visit_field(const glsl_type *type, const char *name, bool row_major) { @@ -354,31 +387,6 @@ private: if (!found) return; - /* If there is already storage associated with this uniform, it means - * that it was set while processing an earlier shader stage. For - * example, we may be processing the uniform in the fragment shader, but - * the uniform was already processed in the vertex shader. - */ - if (this->uniforms[id].storage != NULL) { - /* If the uniform already has storage set from another shader stage, - * mark the samplers used for this shader stage. - */ - if (type->contains_sampler()) { - const unsigned count = MAX2(1, this->uniforms[id].array_elements); - const unsigned shadow = (type->is_array()) - ? type->fields.array->sampler_shadow : type->sampler_shadow; - - for (unsigned i = 0; i < count; i++) { - const unsigned s = this->uniforms[id].sampler + i; - - this->shader_samplers_used |= 1U << s; - this->shader_shadow_samplers |= shadow << s; - } - } - - return; - } - const glsl_type *base_type; if (type->is_array()) { this->uniforms[id].array_elements = type->length; @@ -388,26 +396,16 @@ private: base_type = type; } - if (base_type->is_sampler()) { - this->uniforms[id].sampler = this->next_sampler; + /* This assigns sampler uniforms to sampler units. */ + handle_samplers(base_type, &this->uniforms[id]); - /* Increment the sampler by 1 for non-arrays and by the number of - * array elements for arrays. - */ - this->next_sampler += MAX2(1, this->uniforms[id].array_elements); - - const gl_texture_index target = base_type->sampler_index(); - const unsigned shadow = base_type->sampler_shadow; - for (unsigned i = this->uniforms[id].sampler - ; i < MIN2(this->next_sampler, MAX_SAMPLERS) - ; i++) { - this->targets[i] = target; - this->shader_samplers_used |= 1U << i; - this->shader_shadow_samplers |= shadow << i; - } - - } else { - this->uniforms[id].sampler = ~0; + /* If there is already storage associated with this uniform, it means + * that it was set while processing an earlier shader stage. For + * example, we may be processing the uniform in the fragment shader, but + * the uniform was already processed in the vertex shader. + */ + if (this->uniforms[id].storage != NULL) { + return; } this->uniforms[id].name = ralloc_strdup(this->uniforms, name); @@ -633,17 +631,6 @@ link_assign_uniform_locations(struct gl_shader_program *prog) prog->UniformHash = new string_to_uint_map; } - /* Uniforms that lack an initializer in the shader code have an initial - * value of zero. This includes sampler uniforms. - * - * Page 24 (page 30 of the PDF) of the GLSL 1.20 spec says: - * - * "The link time initial value is either the value of the variable's - * initializer, if present, or 0 if no initializer is present. Sampler - * types cannot have initializers." - */ - memset(prog->SamplerUnits, 0, sizeof(prog->SamplerUnits)); - /* First pass: Count the uniform resources used by the user-defined * uniforms. While this happens, each active uniform will have an index * assigned to it. @@ -656,6 +643,18 @@ link_assign_uniform_locations(struct gl_shader_program *prog) if (prog->_LinkedShaders[i] == NULL) continue; + /* Uniforms that lack an initializer in the shader code have an initial + * value of zero. This includes sampler uniforms. + * + * Page 24 (page 30 of the PDF) of the GLSL 1.20 spec says: + * + * "The link time initial value is either the value of the variable's + * initializer, if present, or 0 if no initializer is present. Sampler + * types cannot have initializers." + */ + memset(prog->_LinkedShaders[i]->SamplerUnits, 0, + sizeof(gl_shader::SamplerUnits)); + link_update_uniform_buffer_variables(prog->_LinkedShaders[i]); /* Reset various per-shader target counts. @@ -706,9 +705,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog) if (prog->_LinkedShaders[i] == NULL) continue; - /* Reset various per-shader target counts. - */ - parcel.start_shader(); + parcel.start_shader((gl_shader_type)i); foreach_list(node, prog->_LinkedShaders[i]->ir) { ir_variable *const var = ((ir_instruction *) node)->as_variable(); @@ -726,10 +723,11 @@ link_assign_uniform_locations(struct gl_shader_program *prog) prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used; prog->_LinkedShaders[i]->shadow_samplers = parcel.shader_shadow_samplers; - } - assert(sizeof(prog->SamplerTargets) == sizeof(parcel.targets)); - memcpy(prog->SamplerTargets, parcel.targets, sizeof(prog->SamplerTargets)); + assert(sizeof(gl_shader::SamplerTargets) == sizeof(parcel.targets)); + memcpy(prog->_LinkedShaders[i]->SamplerTargets, parcel.targets, + sizeof(gl_shader::SamplerTargets)); + } #ifndef NDEBUG for (unsigned i = 0; i < num_user_uniforms; i++) { diff --git a/src/glsl/tests/set_uniform_initializer_tests.cpp b/src/glsl/tests/set_uniform_initializer_tests.cpp index 55831f914ca..5c6d4a51491 100644 --- a/src/glsl/tests/set_uniform_initializer_tests.cpp +++ b/src/glsl/tests/set_uniform_initializer_tests.cpp @@ -116,7 +116,10 @@ establish_uniform_storage(struct gl_shader_program *prog, unsigned num_storage, prog->UniformStorage[index_to_set].type = type; prog->UniformStorage[index_to_set].array_elements = array_size; prog->UniformStorage[index_to_set].initialized = false; - prog->UniformStorage[index_to_set].sampler = ~0; + for (int sh = 0; sh < MESA_SHADER_TYPES; sh++) { + prog->UniformStorage[index_to_set].sampler[sh].index = ~0; + prog->UniformStorage[index_to_set].sampler[sh].active = false; + } prog->UniformStorage[index_to_set].num_driver_storage = 0; prog->UniformStorage[index_to_set].driver_storage = NULL; prog->UniformStorage[index_to_set].storage = @@ -134,7 +137,10 @@ establish_uniform_storage(struct gl_shader_program *prog, unsigned num_storage, prog->UniformStorage[i].type = glsl_type::void_type; prog->UniformStorage[i].array_elements = 0; prog->UniformStorage[i].initialized = false; - prog->UniformStorage[i].sampler = ~0; + for (int sh = 0; sh < MESA_SHADER_TYPES; sh++) { + prog->UniformStorage[i].sampler[sh].index = ~0; + prog->UniformStorage[i].sampler[sh].active = false; + } prog->UniformStorage[i].num_driver_storage = 0; prog->UniformStorage[i].driver_storage = NULL; prog->UniformStorage[i].storage = NULL; diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h index 40ffb929617..e0e188606c5 100644 --- a/src/mesa/main/mtypes.h +++ b/src/mesa/main/mtypes.h @@ -2132,6 +2132,17 @@ struct gl_shader /*@}*/ /** + * Map from sampler unit to texture unit (set by glUniform1i()) + * + * A sampler unit is associated with each sampler uniform by the linker. + * The sampler unit associated with each uniform is stored in the + * \c gl_uniform_storage::sampler field. + */ + GLubyte SamplerUnits[MAX_SAMPLERS]; + /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */ + gl_texture_index SamplerTargets[MAX_SAMPLERS]; + + /** * Number of uniform components used by this shader. * * This field is only set post-linking. @@ -2335,17 +2346,6 @@ struct gl_shader_program */ struct string_to_uint_map *UniformHash; - /** - * Map from sampler unit to texture unit (set by glUniform1i()) - * - * A sampler unit is associated with each sampler uniform by the linker. - * The sampler unit associated with each uniform is stored in the - * \c gl_uniform_storage::sampler field. - */ - GLubyte SamplerUnits[MAX_SAMPLERS]; - /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */ - gl_texture_index SamplerTargets[MAX_SAMPLERS]; - GLboolean LinkStatus; /**< GL_LINK_STATUS */ GLboolean Validated; GLboolean _Used; /**< Ever used for drawing? */ diff --git a/src/mesa/main/uniform_query.cpp b/src/mesa/main/uniform_query.cpp index b7f25e031da..ec3104936e4 100644 --- a/src/mesa/main/uniform_query.cpp +++ b/src/mesa/main/uniform_query.cpp @@ -778,24 +778,24 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg, if (uni->type->is_sampler()) { int i; - for (i = 0; i < count; i++) { - shProg->SamplerUnits[uni->sampler + offset + i] = - ((unsigned *) values)[i]; - } - bool flushed = false; for (i = 0; i < MESA_SHADER_TYPES; i++) { struct gl_shader *const sh = shProg->_LinkedShaders[i]; + int j; - /* If the shader stage doesn't use any samplers, don't bother - * checking if any samplers have changed. + /* If the shader stage doesn't use the sampler uniform, skip this. */ - if (sh == NULL || sh->active_samplers == 0) + if (sh == NULL || !uni->sampler[i].active) continue; + for (j = 0; j < count; j++) { + sh->SamplerUnits[uni->sampler[i].index + offset + j] = + ((unsigned *) values)[j]; + } + struct gl_program *const prog = sh->Program; - assert(sizeof(prog->SamplerUnits) == sizeof(shProg->SamplerUnits)); + assert(sizeof(prog->SamplerUnits) == sizeof(sh->SamplerUnits)); /* Determine if any of the samplers used by this shader stage have * been modified. @@ -803,7 +803,7 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg, bool changed = false; for (unsigned j = 0; j < Elements(prog->SamplerUnits); j++) { if ((sh->active_samplers & (1U << j)) != 0 - && (prog->SamplerUnits[j] != shProg->SamplerUnits[j])) { + && (prog->SamplerUnits[j] != sh->SamplerUnits[j])) { changed = true; break; } @@ -816,8 +816,8 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg, } memcpy(prog->SamplerUnits, - shProg->SamplerUnits, - sizeof(shProg->SamplerUnits)); + sh->SamplerUnits, + sizeof(sh->SamplerUnits)); _mesa_update_shader_textures_used(shProg, prog); if (ctx->Driver.SamplerUniformChange) diff --git a/src/mesa/main/uniforms.c b/src/mesa/main/uniforms.c index f0d80f0c812..6d79df6835f 100644 --- a/src/mesa/main/uniforms.c +++ b/src/mesa/main/uniforms.c @@ -45,6 +45,7 @@ #include "main/enums.h" #include "ir_uniform.h" #include "glsl_types.h" +#include "program/program.h" /** * Update the vertex/fragment program's TexturesUsed array. @@ -66,14 +67,18 @@ _mesa_update_shader_textures_used(struct gl_shader_program *shProg, struct gl_program *prog) { GLuint s; + struct gl_shader *shader = + shProg->_LinkedShaders[_mesa_program_target_to_index(prog->Target)]; - memcpy(prog->SamplerUnits, shProg->SamplerUnits, sizeof(prog->SamplerUnits)); + assert(shader); + + memcpy(prog->SamplerUnits, shader->SamplerUnits, sizeof(prog->SamplerUnits)); memset(prog->TexturesUsed, 0, sizeof(prog->TexturesUsed)); for (s = 0; s < MAX_SAMPLERS; s++) { if (prog->SamplersUsed & (1 << s)) { - GLuint unit = shProg->SamplerUnits[s]; - GLuint tgt = shProg->SamplerTargets[s]; + GLuint unit = shader->SamplerUnits[s]; + GLuint tgt = shader->SamplerTargets[s]; assert(unit < Elements(prog->TexturesUsed)); assert(tgt < NUM_TEXTURE_TARGETS); prog->TexturesUsed[unit] |= (1 << tgt); diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp index b3b55a5247c..a5b6699c2b6 100644 --- a/src/mesa/program/ir_to_mesa.cpp +++ b/src/mesa/program/ir_to_mesa.cpp @@ -2404,8 +2404,10 @@ print_program(struct prog_instruction *mesa_instructions, class add_uniform_to_shader : public program_resource_visitor { public: add_uniform_to_shader(struct gl_shader_program *shader_program, - struct gl_program_parameter_list *params) - : shader_program(shader_program), params(params), idx(-1) + struct gl_program_parameter_list *params, + gl_shader_type shader_type) + : shader_program(shader_program), params(params), idx(-1), + shader_type(shader_type) { /* empty */ } @@ -2425,6 +2427,7 @@ private: struct gl_shader_program *shader_program; struct gl_program_parameter_list *params; int idx; + gl_shader_type shader_type; }; void @@ -2471,8 +2474,11 @@ add_uniform_to_shader::visit_field(const glsl_type *type, const char *name, struct gl_uniform_storage *storage = &this->shader_program->UniformStorage[location]; + assert(storage->sampler[shader_type].active); + for (unsigned int j = 0; j < size / 4; j++) - params->ParameterValues[index + j][0].f = storage->sampler + j; + params->ParameterValues[index + j][0].f = + storage->sampler[shader_type].index + j; } } @@ -2498,7 +2504,8 @@ _mesa_generate_parameters_list_for_uniforms(struct gl_shader_program struct gl_program_parameter_list *params) { - add_uniform_to_shader add(shader_program, params); + add_uniform_to_shader add(shader_program, params, + _mesa_shader_type_to_index(sh->Type)); foreach_list(node, sh->ir) { ir_variable *var = ((ir_instruction *) node)->as_variable(); diff --git a/src/mesa/program/sampler.cpp b/src/mesa/program/sampler.cpp index e3641aaa958..9b941273092 100644 --- a/src/mesa/program/sampler.cpp +++ b/src/mesa/program/sampler.cpp @@ -34,6 +34,7 @@ extern "C" { #include "main/compiler.h" #include "main/mtypes.h" #include "program/prog_parameter.h" +#include "program/program.h" } class get_sampler_name : public ir_hierarchical_visitor @@ -102,14 +103,16 @@ public: ir_dereference *last; }; -extern "C" { -int + +extern "C" int _mesa_get_sampler_uniform_value(class ir_dereference *sampler, struct gl_shader_program *shader_program, const struct gl_program *prog) { get_sampler_name getname(sampler, shader_program); + GLuint shader = _mesa_program_target_to_index(prog->Target); + sampler->accept(&getname); unsigned location; @@ -119,6 +122,15 @@ _mesa_get_sampler_uniform_value(class ir_dereference *sampler, return 0; } - return shader_program->UniformStorage[location].sampler + getname.offset; -} + if (!shader_program->UniformStorage[location].sampler[shader].active) { + assert(0 && "cannot return a sampler"); + linker_error(shader_program, + "cannot return a sampler named %s, because it is not " + "used in this shader stage. This is a driver bug.\n", + getname.name); + return 0; + } + + return shader_program->UniformStorage[location].sampler[shader].index + + getname.offset; } |